初始化

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2025-07-26 16:56:42 +08:00
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commit fa81439a8c
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# Unity-Logs-Viewer
Please note with new unity you can view device logs on editor console window, check the new attach menu in editor console window.
Using this tool you can easily check your editor console logs inside the game itself!
All what you have to do is to make a circle gesture using your mouse (click and drag) or your finger (touch and drag) on the mobile screen to show all these logs!
You can download also from unity asset store
https://www.assetstore.unity3d.com/en/#!/content/12047
#### To setup log viewer do the following
1 - create reporter from menu (Reporter->Create) at first scene your game start.
2 - then set the ” Scrip execution order ” in (Edit -> Project Settings ) of Reporter.cs to be the highest.
### Version 1.8
- Add Copy to clipboard.
- Merge Fix for Unity 2019.
- Fix ReporterModificationProcessor is annoying.
- Fix waste ram.
### Version 1.7
- Add Save logs button( thanks for Ahmed Shbli ).
- Fix deprecated code for new unity.
- Fix Warnings.
- Fix loading scene from asset bundle error.
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<img src="https://www.paypalobjects.com/webstatic/en_US/btn/btn_donate_cc_147x47.png">
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</a>

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using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
using System.IO;
using System.Collections;
public class ReporterEditor : Editor
{
//[MenuItem("Reporter/Create")]
public static void CreateReporter()
{
const int ReporterExecOrder = -12000;
GameObject reporterObj = new GameObject();
reporterObj.name = "Reporter";
Reporter reporter = reporterObj.AddComponent<Reporter>();
reporterObj.AddComponent<ReporterMessageReceiver>();
//reporterObj.AddComponent<TestReporter>();
// Register root object for undo.
Undo.RegisterCreatedObjectUndo(reporterObj, "Create Reporter Object");
MonoScript reporterScript = MonoScript.FromMonoBehaviour(reporter);
string reporterPath = Path.GetDirectoryName(AssetDatabase.GetAssetPath(reporterScript));
if (MonoImporter.GetExecutionOrder(reporterScript) != ReporterExecOrder) {
MonoImporter.SetExecutionOrder(reporterScript, ReporterExecOrder);
//Debug.Log("Fixing exec order for " + reporterScript.name);
}
reporter.images = new Images();
reporter.images.clearImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/clear.png"), typeof(Texture2D));
reporter.images.collapseImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/collapse.png"), typeof(Texture2D));
reporter.images.clearOnNewSceneImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/clearOnSceneLoaded.png"), typeof(Texture2D));
reporter.images.showTimeImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/timer_1.png"), typeof(Texture2D));
reporter.images.showSceneImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/UnityIcon.png"), typeof(Texture2D));
reporter.images.userImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/user.png"), typeof(Texture2D));
reporter.images.showMemoryImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/memory.png"), typeof(Texture2D));
reporter.images.softwareImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/software.png"), typeof(Texture2D));
reporter.images.dateImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/date.png"), typeof(Texture2D));
reporter.images.showFpsImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/fps.png"), typeof(Texture2D));
//reporter.images.graphImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/chart.png"), typeof(Texture2D));
reporter.images.infoImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/info.png"), typeof(Texture2D));
reporter.images.saveLogsImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/Save.png"), typeof(Texture2D));
reporter.images.searchImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/search.png"), typeof(Texture2D));
reporter.images.copyImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/copy.png"), typeof(Texture2D));
reporter.images.closeImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/close.png"), typeof(Texture2D));
reporter.images.buildFromImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/buildFrom.png"), typeof(Texture2D));
reporter.images.systemInfoImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/ComputerIcon.png"), typeof(Texture2D));
reporter.images.graphicsInfoImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/graphicCard.png"), typeof(Texture2D));
reporter.images.backImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/back.png"), typeof(Texture2D));
reporter.images.logImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/log_icon.png"), typeof(Texture2D));
reporter.images.warningImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/warning_icon.png"), typeof(Texture2D));
reporter.images.errorImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/error_icon.png"), typeof(Texture2D));
reporter.images.barImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/bar.png"), typeof(Texture2D));
reporter.images.button_activeImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/button_active.png"), typeof(Texture2D));
reporter.images.even_logImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/even_log.png"), typeof(Texture2D));
reporter.images.odd_logImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/odd_log.png"), typeof(Texture2D));
reporter.images.selectedImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/selected.png"), typeof(Texture2D));
reporter.images.reporterScrollerSkin = (GUISkin)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/reporterScrollerSkin.guiskin"), typeof(GUISkin));
}
}
public class ReporterModificationProcessor : UnityEditor.AssetModificationProcessor
{
[InitializeOnLoad]
public class BuildInfo
{
static BuildInfo()
{
EditorApplication.update += Update;
}
static bool isCompiling = true;
static void Update()
{
if (!EditorApplication.isCompiling && isCompiling) {
//Debug.Log("Finish Compile");
if (!Directory.Exists(Application.dataPath + "/StreamingAssets")) {
Directory.CreateDirectory(Application.dataPath + "/StreamingAssets");
}
string info_path = Application.dataPath + "/StreamingAssets/build_info";
StreamWriter build_info = new StreamWriter(info_path);
build_info.Write("Build from " + SystemInfo.deviceName + " at " + System.DateTime.Now.ToString());
build_info.Close();
}
isCompiling = EditorApplication.isCompiling;
}
}
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class MultiKeyDictionary<T1, T2, T3> : Dictionary<T1, Dictionary<T2, T3>>
{
new public Dictionary<T2, T3> this[T1 key]
{
get
{
if (!ContainsKey(key))
Add(key, new Dictionary<T2, T3>());
Dictionary<T2, T3> returnObj;
TryGetValue(key, out returnObj);
return returnObj;
}
}
public bool ContainsKey(T1 key1, T2 key2)
{
Dictionary<T2, T3> returnObj;
TryGetValue(key1, out returnObj);
if (returnObj == null)
return false;
return returnObj.ContainsKey(key2);
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using UnityEngine;
using System.Collections;
public class ReporterGUI : MonoBehaviour
{
Reporter reporter;
void Awake()
{
reporter = gameObject.GetComponent<Reporter>();
}
void OnGUI()
{
reporter.OnGUIDraw();
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using UnityEngine;
using System.Collections;
public class ReporterMessageReceiver : MonoBehaviour
{
Reporter reporter;
void Start()
{
reporter = gameObject.GetComponent<Reporter>();
}
void OnPreStart()
{
//To Do : this method is called before initializing reporter,
//we can for example check the resultion of our device ,then change the size of reporter
if (reporter == null)
reporter = gameObject.GetComponent<Reporter>();
if (Screen.width < 1000)
reporter.size = new Vector2(32, 32);
else
reporter.size = new Vector2(48, 48);
reporter.UserData = "Put user date here like his account to know which user is playing on this device";
}
void OnHideReporter()
{
//TO DO : resume your game
}
void OnShowReporter()
{
//TO DO : pause your game and disable its GUI
}
void OnLog(Reporter.Log log)
{
//TO DO : put you custom code
}
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using UnityEngine;
using System.Collections;
public class Rotate : MonoBehaviour
{
Vector3 angle;
void Start()
{
angle = transform.eulerAngles;
}
void Update()
{
angle.y += Time.deltaTime * 100;
transform.eulerAngles = angle;
}
}

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#if UNITY_CHANGE1 || UNITY_CHANGE2 || UNITY_CHANGE3 || UNITY_CHANGE4
#warning UNITY_CHANGE has been set manually
#elif UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7
#define UNITY_CHANGE1
#elif UNITY_5_0 || UNITY_5_1 || UNITY_5_2
#define UNITY_CHANGE2
#else
#define UNITY_CHANGE3
#endif
#if UNITY_2018_3
#define UNITY_CHANGE4
#endif
//use UNITY_CHANGE1 for unity older than "unity 5"
//use UNITY_CHANGE2 for unity 5.0 -> 5.3
//use UNITY_CHANGE3 for unity 5.3 (fix for new SceneManger system)
//use UNITY_CHANGE4 for unity 2018.3 (Networking system)
using UnityEngine;
using System.Collections;
using System.Threading;
#if UNITY_CHANGE3
using UnityEngine.SceneManagement;
#endif
#if UNITY_CHANGE4
using UnityEngine.Networking;
#endif
//this script used for test purpose ,it do by default 100 logs + 100 warnings + 100 errors
//so you can check the functionality of in game logs
//just drop this scrip to any empty game object on first scene your game start at
public class TestReporter : MonoBehaviour
{
public int logTestCount = 100;
public int threadLogTestCount = 100;
public bool logEverySecond = true;
int currentLogTestCount;
Reporter reporter;
GUIStyle style;
Rect rect1;
Rect rect2;
Rect rect3;
Rect rect4;
Rect rect5;
Rect rect6;
Thread thread;
void Start()
{
Application.runInBackground = true;
reporter = FindObjectOfType(typeof(Reporter)) as Reporter;
Debug.Log("test long text sdf asdfg asdfg sdfgsdfg sdfg sfg" +
"sdfgsdfg sdfg sdf gsdfg sfdg sf gsdfg sdfg asdfg " +
"sdfgsdfg sdfg sdf gsdfg sfdg sf gsdfg sdfg asdfg " +
"sdfgsdfg sdfg sdf gsdfg sfdg sf gsdfg sdfg asdfg " +
"sdfgsdfg sdfg sdf gsdfg sfdg sf gsdfg sdfg asdfg " +
"sdfgsdfg sdfg sdf gsdfg sfdg sf gsdfg sdfg asdfg ssssssssssssssssssssss" +
"asdf asdf asdf asdf adsf \n dfgsdfg sdfg sdf gsdfg sfdg sf gsdfg sdfg asdf" +
"asdf asdf asdf asdf adsf \n dfgsdfg sdfg sdf gsdfg sfdg sf gsdfg sdfg asdf" +
"asdf asdf asdf asdf adsf \n dfgsdfg sdfg sdf gsdfg sfdg sf gsdfg sdfg asdf" +
"asdf asdf asdf asdf adsf \n dfgsdfg sdfg sdf gsdfg sfdg sf gsdfg sdfg asdf" +
"asdf asdf asdf asdf adsf \n dfgsdfg sdfg sdf gsdfg sfdg sf gsdfg sdfg asdf");
style = new GUIStyle();
style.alignment = TextAnchor.MiddleCenter;
style.normal.textColor = Color.white;
style.wordWrap = true;
for (int i = 0; i < 10; i++) {
Debug.Log("Test Collapsed log");
Debug.LogWarning("Test Collapsed Warning");
Debug.LogError("Test Collapsed Error");
}
for (int i = 0; i < 10; i++) {
Debug.Log("Test Collapsed log");
Debug.LogWarning("Test Collapsed Warning");
Debug.LogError("Test Collapsed Error");
}
rect1 = new Rect(Screen.width / 2 - 120, Screen.height / 2 - 225, 240, 50);
rect2 = new Rect(Screen.width / 2 - 120, Screen.height / 2 - 175, 240, 100);
rect3 = new Rect(Screen.width / 2 - 120, Screen.height / 2 - 50, 240, 50);
rect4 = new Rect(Screen.width / 2 - 120, Screen.height / 2, 240, 50);
rect5 = new Rect(Screen.width / 2 - 120, Screen.height / 2 + 50, 240, 50);
rect6 = new Rect(Screen.width / 2 - 120, Screen.height / 2 + 100, 240, 50);
thread = new Thread(new ThreadStart(threadLogTest));
thread.Start();
}
void OnDestroy()
{
thread.Abort();
}
void threadLogTest()
{
for (int i = 0; i < threadLogTestCount; i++) {
Debug.Log("Test Log from Thread");
Debug.LogWarning("Test Warning from Thread");
Debug.LogError("Test Error from Thread");
}
}
float elapsed;
void Update()
{
int drawn = 0;
while (currentLogTestCount < logTestCount && drawn < 10) {
Debug.Log("Test Log " + currentLogTestCount);
Debug.LogError("Test LogError " + currentLogTestCount);
Debug.LogWarning("Test LogWarning " + currentLogTestCount);
drawn++;
currentLogTestCount++;
}
elapsed += Time.deltaTime;
if (elapsed >= 1) {
elapsed = 0;
Debug.Log("One Second Passed");
}
}
void OnGUI()
{
if (reporter && !reporter.show) {
GUI.Label(rect1, "Draw circle on screen to show logs", style);
GUI.Label(rect2, "To use Reporter just create reporter from reporter menu at first scene your game start", style);
if (GUI.Button(rect3, "Load ReporterScene")) {
#if UNITY_CHANGE3
SceneManager.LoadScene("ReporterScene");
#else
Application.LoadLevel("ReporterScene");
#endif
}
if (GUI.Button(rect4, "Load test1")) {
#if UNITY_CHANGE3
SceneManager.LoadScene("test1");
#else
Application.LoadLevel("test1");
#endif
}
if (GUI.Button(rect5, "Load test2")) {
#if UNITY_CHANGE3
SceneManager.LoadScene("test2");
#else
Application.LoadLevel("test2");
#endif
}
GUI.Label(rect6, "fps : " + reporter.fps.ToString("0.0"), style);
}
}
}

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